using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Minimalized
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        #region Fields
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        MainMenu _mainMenu;
        PlayManager _playManager;
        Texture_Library _textureLibrary;
        enum Gamestates
        {
            MainMenu,
            Play,
            Pause,
            Credits,
            Exit
            //Nothing,
        }
        Gamestates current_gamestate;
        #endregion
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            this.IsMouseVisible = true;
            base.Initialize();    
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            _textureLibrary = new Texture_Library(Content);
            _mainMenu = new MainMenu();
            _playManager = new PlayManager();
            current_gamestate = Gamestates.MainMenu;

        }
        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (current_gamestate == Gamestates.MainMenu)
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                    this.Exit();
                if (_mainMenu.StartGame())
                    current_gamestate = Gamestates.Play;
            }
            if (current_gamestate == Gamestates.Play)
                //if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                //    current_gamestate = Gamestates.Pause;
            _playManager.Update(gameTime);

            base.Update(gameTime);
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            if(current_gamestate == Gamestates.MainMenu)
            _mainMenu.Draw(spriteBatch);
            if(current_gamestate == Gamestates.Play)
            _playManager.Draw(spriteBatch);
            base.Draw(gameTime);
        }
    }
}
